Patentable/Patents/US-8502826
US-8502826

Music-visualizer system and methods

PublishedAugust 6, 2013
Assigneenot available in USPTO data we have
Inventorsnot available in USPTO data we have
Technical Abstract

A music visualization system and methods involving a central processing unit capable of converting waveform data to geometry data, a graphics processing unit capable of recognizing and accepting the geometry data and rendering a plurality of graphical images, a custom shader software program being operable on the graphics processing unit, an embeddable platform being in electronic communication with the graphics processing unit, and an audiovisual display device in electronic communication with the graphics processing unit and the embeddable platform.

Patent Claims
22 claims

Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.

Claim 1

Original Legal Text

1. A system for contemporaneously playing music and displaying a visual representation of the music, the system comprising: a central processing unit operable to convert waveform data to geometry data, wherein the conversion comprises defining a set of equations that represents one or more movements and one or more color behaviors, wherein defining the set of equations comprises implementing a set of adaptable overlapping trigonometric functions; a graphics processing unit operable to recognize and accept the geometry data from the central processing unit and render a plurality of graphical images; a custom shader software program being operable on the graphics processing unit, wherein a vertex shader transforms each of one or more vertices using a trigonometric function as a transformation matrix; an embeddable platform being in electronic communication with the graphics processing unit; and an audiovisual display device in electronic communication with the graphics processing unit and the embeddable platform for displaying the visual representation of the music.

Plain English Translation

A music visualizer system displays music and visuals together. It uses a CPU to convert audio waveforms into geometry data. This conversion uses math equations, specifically adaptable, overlapping trigonometric functions, to define movements and color changes. A GPU then renders graphical images based on this geometry data using a custom shader program. The shader program uses trigonometric functions to transform the vertices of shapes. An embedded platform communicates with the GPU, and an audiovisual display shows the generated visual output synchronized with the music.

Claim 2

Original Legal Text

2. The system of claim 1 , further comprising a particle system controllable by a limited set of parameters being fed from the central processing unit.

Plain English Translation

The music visualizer system also has a particle system. The system's CPU controls the particle system using a few adjustable parameters to influence the visual effects, creating dynamic visual elements tied to the music, in addition to converting the waveform data to geometry data using adaptable, overlapping trigonometric functions and rendering graphics using a GPU with a custom shader program where a vertex shader transforms vertices with a trigonometric function, all displayed on an audio visual device via an embeddable platform.

Claim 3

Original Legal Text

3. The system of claim 1 , wherein the embeddable platform comprises one or more of: an embedded television platform, a set-top box, and/or a hand-held device.

Plain English Translation

In the music visualizer, the embedded platform (which communicates with the GPU and drives the display) can be an embedded TV platform, a set-top box, or a handheld device, while converting the waveform data to geometry data using adaptable, overlapping trigonometric functions and rendering graphics using a GPU with a custom shader program where a vertex shader transforms vertices with a trigonometric function, all displayed on an audio visual device.

Claim 4

Original Legal Text

4. The system of claim 1 , wherein the custom shader software program comprises an OpenGL ES shading language.

Plain English Translation

The music visualizer system's custom shader software, used on the GPU to create visuals, is written in OpenGL ES shading language, while converting the waveform data to geometry data using adaptable, overlapping trigonometric functions and rendering graphics using a GPU where a vertex shader transforms vertices with a trigonometric function, all displayed on an audio visual device via an embeddable platform.

Claim 5

Original Legal Text

5. The system of claim 1 , further comprising a particle system controllable by a limited set of parameters being fed from the central processing unit, wherein the embeddable platform comprises one or more of: an embedded television platform, a set-top box, and/or a hand-held device, and wherein the custom shader software program comprises an OpenGL ES shading language.

Plain English Translation

The music visualizer system uses OpenGL ES shading language for its custom shader program, which creates visuals based on geometry data from a CPU. The system features a particle system controlled by a limited set of parameters sent from the CPU. The embedded platform, which interfaces with the GPU, can be a TV platform, set-top box, or handheld device. Trigonometric functions are used to convert audio waveforms to geometry data and transform vertices, all displayed on an audio visual device.

Claim 6

Original Legal Text

6. A method of contemporaneously playing music and displaying a visual representation of the music, the method comprising: converting waveform data to geometry data using a central processing unit; recognizing and accepting the geometry data from the central processing unit and rendering a plurality of graphical images using a graphics processing unit; executing a custom shader software program on the graphics processing unit; displaying the visual representation of the music by an audiovisual display device in electronic communication with the graphics processing unit; measuring a frequency of a note in any given sequence of notes; converting the frequency into a wavelength; associating the wavelength with a color in a visible spectrum; and displaying the color in real time as the music is being played, thereby providing a simulated synesthetic experience, wherein converting the frequency comprises defining a set of equations that represents one or more movements and one or more color behaviors, wherein defining the equations set comprises implementing a set of adaptable overlapping trigonometric functions, thereby defining a set of coordinate data corresponding to one or more orthogonal positions associated with one or more vertices, the one or more orthogonal positions comprising one or more positions in a direction comprising one or more of: an x-direction, a y-direction, and a z-direction, wherein the set of coordinate data comprises one or more of: an x-coordinate, a y-coordinate, and a z-coordinate, wherein x=sin θ*time; y=cos θ*time; and z=cos θ*sin θ*time, and wherein θ=an amplitude angle.

Plain English Translation

A method for visualizing music in real-time involves converting audio waveform data into geometry data using a CPU. The GPU renders graphical images based on this geometry data using a custom shader program. A frequency of a note is measured and converted into a wavelength, which is then associated with a color from the visible spectrum. This color is displayed in real-time along with the music, creating a synesthetic experience. The frequency conversion defines movements and color behaviors using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle.

Claim 7

Original Legal Text

7. The method of claim 6 , further comprising off-loading one or more tasks from the central processing unit to the graphics processing unit for freeing capacity of the central processing unit to perform one or more mathematical tasks.

Plain English Translation

To improve performance of the music visualizer, some tasks are moved from the CPU to the GPU. This frees up the CPU to handle more complex math. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum. The waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle.

Claim 8

Original Legal Text

8. The method of claim 7 , wherein the off-loading comprises calculating one or more results using one or more non-linear equations as the one or more other mathematical tasks, thereby providing compatible data for use by the graphics processing unit for displaying the visual representation of the music, and wherein the visual representation of the music comprises one or more of: a random image and a musically-associated image, and/or a soothing Image.

Plain English Translation

Offloading tasks from the CPU to the GPU in the music visualizer method involves the CPU performing complex calculations (using non-linear equations) to generate data compatible with the GPU. The visual output displayed can be random, musically-related, or soothing images. The music visualizer converts waveform data into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum.

Claim 9

Original Legal Text

9. The method of claim 6 , further comprising converting waveform data by the central processing unit to geometry data that is acceptable to the graphics processing unit for rendering the plurality of graphical images using the custom shader software program.

Plain English Translation

In the music visualization method, the CPU converts audio waveform data into geometry data that is compatible with the GPU. This allows the GPU to render graphical images effectively using the custom shader program. The waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum.

Claim 10

Original Legal Text

10. The method of claim 6 , wherein the custom shader software program is operable to perform a plurality of processes for providing the visual representation of the music.

Plain English Translation

The custom shader software program in the music visualization method can perform multiple processes to generate the visual representation of the music. The waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum.

Claim 11

Original Legal Text

11. The method of claim 10 , wherein the plurality of processes comprises one or more of: providing a plurality of preset shape associations and a plurality of preset color associations based on a measured frequency and a converted wavelength of a note in a musical sequence of one or more instruments in any given musical work; providing a plurality of random shape associations and a plurality of random color associations based on the measured frequency and a converted wavelength corresponding to a color in a visible spectrum; and displaying a corresponding shape and a corresponding color.

Plain English Translation

The multiple processes the custom shader uses can include preset shapes and colors based on a measured frequency and converted wavelength of a note. Random shapes and color associations can also be provided using the measured frequency and converted wavelength. The corresponding shape and color are then displayed. The waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle.

Claim 12

Original Legal Text

12. The method of claim 6 , wherein an embeddable platform is in electronic communication with the graphics processing unit, wherein the embeddable platform comprises one or more of: an embedded television platform, a set-top box platform, and/or a hand-held device platform.

Plain English Translation

An embedded platform (such as an embedded TV platform, a set-top box, or a handheld device) is used to communicate with the GPU. The waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum.

Claim 13

Original Legal Text

13. The method of claim 12 , wherein the embeddable platform comprises one or more three-dimensional graphics processing unit semiconductor chips for facilitating the visual representation of the music.

Plain English Translation

The embedded platform includes three-dimensional graphics processing unit semiconductor chips to help render the visual representation of the music, and the embeddable platform such as a set-top box is in electronic communication with the GPU, while the waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum.

Claim 14

Original Legal Text

14. The method of claim 6 , wherein the custom shader software program is operable on a set of triangles as an initial geometry, thereby determining vertex information of one or more vertices and feeding the vertex information to a vertex shader, and wherein the vertex shader recognizes and transforms each of the one or more vertices it using a set of operations comprising a trigonometric function as a transformation matrix.

Plain English Translation

The custom shader program uses triangles as the initial geometry. It determines vertex information and feeds it to a vertex shader. The vertex shader recognizes and transforms each vertex using trigonometric functions as a transformation matrix. The waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum.

Claim 15

Original Legal Text

15. The method of claim 14 , further comprising passing the each of the one or more vertices to a pixel shader that specifies a manner in which an initial representation is to be colored.

Plain English Translation

After the vertex shader processes each vertex using a trigonometric function as a transformation matrix, that information is then passed to a pixel shader. The pixel shader defines how the initial representation of that vertex should be colored. The waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum.

Claim 16

Original Legal Text

16. The method of claim 15 , further comprising applying a plurality of fading and alpha-blending effects to the initial representation.

Plain English Translation

After specifying color, fading and alpha-blending effects are applied to the initial representation of each vertex. A pixel shader that specifies a manner in which an initial representation is to be colored is used, after determining vertex information and feeding it to a vertex shader and transforming each vertex using trigonometric functions as a transformation matrix, and where the waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum.

Claim 17

Original Legal Text

17. The method of claim 6 , wherein the visual representation of the music comprises one or more of: a simple display, a simulation of an oscilloscope display, an elaborate display, and/or a display having a plurality of composite effects.

Plain English Translation

The visual representation of the music can be a simple display, a simulation of an oscilloscope display, an elaborate display, or a display with composite effects, while the waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum. Vertex information is fed to a vertex shader, and vertices are transformed using trigonometric functions.

Claim 18

Original Legal Text

18. The method of claim 6 , wherein the visual representation of the music is driven and synchronized by a change in loudness and a change in frequency spectrum of the music that is ascertained by the central processing unit.

Plain English Translation

The visual representation is driven and synchronized by changes in the loudness and frequency spectrum of the music, as determined by the CPU. The waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum. Vertex information is fed to a vertex shader, and vertices are transformed using trigonometric functions.

Claim 19

Original Legal Text

19. The method of claim 6 , further comprising converting frequency and amplitude space of an audio signal to a multivariate functional space, thereby providing data for producing the visual representation of the music in real time.

Plain English Translation

The frequency and amplitude of the audio signal are converted into a multivariate functional space. This data is then used to generate the visual representation of the music in real time. The waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum.

Claim 20

Original Legal Text

20. The method of claim 6 , further comprising: repeating the defining step at least once, thereby providing a real-time repositioning of the one or more vertices; updating the real-time repositioning of the one or more vertices, wherein the updating comprises replacing an old set of coordinate data with a new set of coordinate data, thereby providing a set of updated coordinate data; transmitting the set of updated coordinate data to the custom shader software program for ascertaining whether the real-time repositioning of the one or more vertices is accurate in relation to one or more audio signals, thereby providing a set of confirmed coordinate data; defining one or more geometries corresponding to the set of adaptable overlapping trigonometric functions; visually moving, in real-time, the one or more geometries in relation to the set of confirmed coordinate data; and defining one or more colors and one or more α-values as a function of the z-coordinate of the one or more vertices, wherein α comprises a function of cos θ*sin θ*time.

Plain English Translation

To create dynamic real-time movement of vertices in the music visualizer, the process of defining equations using adaptable overlapping trigonometric functions is repeated to reposition the vertices. The updated coordinate data replaces the old data, and the updated data is transmitted to the custom shader program to verify accuracy. Geometries are defined based on the trigonometric functions, and colors/alpha-values are determined as a function of the z-coordinate where alpha = cos(θ)*sin(θ)*time. The waveform data is converted into geometry data, and frequency is converted into wavelength.

Claim 21

Original Legal Text

21. The method of claim 6 , further comprising providing music to an interfacing device having an embeddable platform, wherein providing the music comprises using one or more of: loading the music, uploading the music, downloading the music, and/or streaming the music.

Plain English Translation

Music is provided to an interfacing device that includes an embeddable platform. Supplying the music involves loading, uploading, downloading, or streaming it. In this method, the waveform data is converted into geometry data using adaptable, overlapping trigonometric functions to determine coordinate data (x, y, z) for vertices, where x=sin(θ)*time, y=cos(θ)*time, z=cos(θ)*sin(θ)*time, and θ is an amplitude angle. Frequency is converted into a wavelength, which is then associated with a color from the visible spectrum.

Claim 22

Original Legal Text

22. A method of fabricating a system for contemporaneously playing music and displaying a visual representation of the music, comprising: providing a central processing unit capable of converting waveform data to geometry data; providing a graphics processing unit capable of recognizing and accepting the geometry data and rendering a plurality of graphical images; providing a custom shader software program being operable on the graphics processing unit; providing an embeddable platform being in electronic communication with the graphics processing unit; providing an audiovisual display device in electronic communication with the graphics processing unit and the embeddable platform for displaying a music visualization; off-loading at least one task from the central processing unit to the graphics processing unit for freeing capacity of the central processing unit to perform at least one mathematical task; converting waveform data by the central processing unit to geometry data that is acceptable to the graphics processing unit for rendering graphical images using the custom shader software program; measuring a frequency of a note in any given sequence of notes; converting the frequency into a wavelength; associating the wavelength with a color in a visible spectrum; displaying the color in real time as the music is being played, thereby providing a simulated synesthetic experience; passing each vertex to a pixel shader that specifies a manner in which an initial representation is to be colored; and applying a plurality of fading effects and a plurality of alpha-blending effects to the initial representation, wherein the off-loading step comprises calculating at least one result using at least one non-linear equation as at least one other mathematical task, thereby providing compatible data for use by the graphics processing unit for displaying the music visualization, wherein the music visualization comprises at least one feature selected from a group consisting essentially of a random image and a musically-associated image, and a soothing image; wherein the custom shader software program providing step comprises providing the custom shader software program as being capable of performing a plurality of processes for providing the music visualization, wherein the plurality of processes comprises at least one technique selected from a group consisting essentially of: providing a plurality of preset shape associations and a plurality of color associations based on a measured frequency and a converted wavelength of a musical sequence of at least one instrument in any given musical work; providing a plurality of random shape associations and a plurality of color associations based on a measured frequency of a musical sequence of at least one instrument in any given musical work and on a converted wavelength corresponding to a color in a visible spectrum; and displaying a corresponding shape and a corresponding color, wherein the embeddable platform providing step comprises providing at least one element selected from a group consisting essentially of a embedded television platform, a set-top box platform, and a hand-held device platform, wherein the embeddable platform providing step comprises providing at least one three dimensional graphics processing unit semiconductor chip for facilitating the music visualization, wherein the custom shader software program providing step comprises providing the custom shader software program being operable on a set of triangles as an initial geometry, thereby determining vertex information of at least one vertex and feeding the vertex information to a vertex shader, wherein the vertex shader recognizes each at least one vertex and transforms it using a set of operations comprising using a trigonometric function as a transformation matrix, wherein the music visualization comprises at least one feature selected from a group consisting essentially of a simple display, a simulation of an oscilloscope display, an elaborate display, and a display having a plurality of composite effects, wherein the audiovisual display device providing step comprises providing the music visualization as being driven and synchronized by a change in loudness and a change in frequency spectrum of the music that is ascertained by the central processing unit, wherein the central processing unit providing step comprises converting frequency and amplitude space of an audio signal to a multivariate functional space, thereby providing data for producing the music visualization in real time, wherein the converting step comprises defining a set of equations that will represent at least one movement and at least one color behavior, wherein the defining step comprises implementing a set of adaptable overlapping trigonometric functions, thereby defining a set of coordinate data corresponding to at least one orthogonal position associated with at least one vertex, the at least one orthogonal position comprising at least one position in a direction selected from a group consisting essentially of an x-direction, a y-direction, and a z-direction, wherein the set of coordinate data comprises at least one coordinate selected from a group consisting essentially of an x-coordinate, a y-coordinate, and a z-coordinate, wherein x=sin θ*time; y=cos θ*time; and z=cos θ*sin θ*time, and wherein θ=an amplitude angle.

Plain English Translation

A method for creating a music visualization system: A CPU converts waveform data to geometry data; a GPU renders graphical images; a custom shader program operates on the GPU; an embeddable platform communicates with the GPU; and an audiovisual display shows the visualization. Tasks are offloaded from the CPU to the GPU. Non-linear equations are used for complex math. The custom shader can perform various processes to render shape/color associations based on frequency/wavelength, and the embedded platform can be a TV, set-top box, or handheld device with 3D GPU chips. The custom shader transforms vertices of triangles with trigonometric functions to display synchronized with changes in loudness/frequency from the CPU. The equations define movement and color based on adaptable trigonometric functions where x=sin(θ)*time; y=cos(θ)*time; and z=cos θ*sin θ*time. The pixel shader is passed to vertices for color specification with added fading and alpha-blending effects.

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Patent Metadata

Filing Date

October 23, 2009

Publication Date

August 6, 2013

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